Further file organization
Further file organization
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74
nwn/nwnprc/trunk/spells/x2_s0_icedagg.nss
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74
nwn/nwnprc/trunk/spells/x2_s0_icedagg.nss
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//::///////////////////////////////////////////////
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//:: Ice Dagger
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//:: X2_S0_IceDagg
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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// You create a dagger shapped piece of ice that
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// flies toward the target and deals 1d4 points of
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// cold damage per level (maximum od 5d4)
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: Nov 25 , 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By: Andrew Nobbs, 02/06/2003
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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#include "prc_inc_sp_tch"
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#include "prc_add_spell_dc"
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void main()
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{
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if (!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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location lTarget = PRCGetSpellTargetLocation();
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int nCasterLvl = PRCGetCasterLevel(oCaster);
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int nPenetr = nCasterLvl + SPGetPenetr();
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int nDice = min(nCasterLvl, 5);
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int nMetaMagic = PRCGetMetaMagicFeat();
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int EleDmg = ChangedElementalDamage(oCaster, DAMAGE_TYPE_COLD);
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int nSaveType = ChangedSaveType(EleDmg);
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_ICE_DAGGER));
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//Get the distance between the explosion and the target to calculate delay
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float fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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int iAttackRoll = PRCDoRangedTouchAttack(oTarget);
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if(iAttackRoll > 0)
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{
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if(!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
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{
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//Roll damage for each target
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int nDamage = d4(nDice);
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//Resolve metamagic
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if(nMetaMagic & METAMAGIC_MAXIMIZE)
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nDamage = 4 * nDice;
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if(nMetaMagic & METAMAGIC_EMPOWER)
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nDamage += nDamage / 2;
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nDamage += SpellDamagePerDice(oCaster, nDice);
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, (PRCGetSaveDC(oTarget, oCaster)), nSaveType);
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if(nDamage)
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{
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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ApplyTouchAttackDamage(oCaster, oTarget, iAttackRoll, nDamage, EleDmg);
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PRCBonusDamage(oTarget);
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}
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}
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}
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}
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PRCSetSchool();
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}
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